add cloth demo to show deformable friction
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@@ -24,7 +24,7 @@ btDeformableBodySolver::btDeformableBodySolver()
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, m_cg(20)
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, m_maxNewtonIterations(3)
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, m_newtonTolerance(1e-4)
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, m_lineSearch(true)
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, m_lineSearch(false)
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{
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m_objective = new btDeformableBackwardEulerObjective(m_softBodies, m_backupVelocity);
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}
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@@ -23,7 +23,7 @@ btScalar btDeformableMultiBodyConstraintSolver::solveGroupCacheFriendlyIteration
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///this is a special step to resolve penetrations (just for contacts)
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solveGroupCacheFriendlySplitImpulseIterations(bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
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// m_maxOverrideNumSolverIterations = 150;
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m_maxOverrideNumSolverIterations = 150;
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int maxIterations = m_maxOverrideNumSolverIterations > infoGlobal.m_numIterations ? m_maxOverrideNumSolverIterations : infoGlobal.m_numIterations;
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for (int iteration = 0; iteration < maxIterations; iteration++)
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{
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@@ -1314,7 +1314,15 @@ struct btSoftColliders
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return;
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btVector3 rayEnd = dir.normalized() * (l + 2*mrg);
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// register an intersection if the line segment formed by the trajectory of the node in the timestep intersects the face
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bool intersect = lineIntersectsTriangle(btVector3(0,0,0), rayEnd, face->m_n[0]->m_x-o, face->m_n[1]->m_x-o, face->m_n[2]->m_x-o, p, normal);
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btVector3 v0 = face->m_n[0]->m_x;
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btVector3 v1 = face->m_n[1]->m_x;
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btVector3 v2 = face->m_n[2]->m_x;
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btVector3 vc = (v0+v1+v2)/3.;
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btScalar scale = 2;
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btVector3 u0 = vc + (v0-vc)*scale;
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btVector3 u1 = vc + (v1-vc)*scale;
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btVector3 u2 = vc + (v2-vc)*scale;
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bool intersect = lineIntersectsTriangle(btVector3(0,0,0), rayEnd, u0-o, u1-o, u2-o, p, normal);
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if (intersect)
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{
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